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Thrills, chills, and amazement.
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<blockquote data-quote="Unwise" data-source="post: 6616042" data-attributes="member: 98008"><p>I don't know about thrills, but I have certainly had my players fly into rage at a betrayal, made all the better by the fact that there were so many clues in hindsight indicating it was coming.</p><p></p><p>The most perfect of which was the PC spared/saved a little girl after breaking into her fathers castle and slaughtering her whole family (they were very bad). They did not want to leave the sweet little girl there all alone, so they took her in and ended up adopting her. She was understandably a bit creepy, but seemed normal enough. The PC had a pregnant girlfriend who he ended up marrying just after she had the baby. On their wedding night the little girl opened a portal to a hellish dimension to suck the wife and child in (they got saved, I'm not a complete monster), so that he would know what it was like to lose his whole family. She had waited around until he had people he loved to strike. </p><p></p><p>The little girl was clearly much older than she looked, they knew the 'father' was a creepy golem/doll maker, they knew they had killed all her family, they knew she knew more about magic than she let on, they knew she like to hurt little animals when she thought nobody was watching. She was also so excited about the wedding and being a flower girl it was rather out of keeping with her persona. The fact that they had so much warning left them tearing their hair out.</p><p></p><p>Come to think of it, most times my players get emotionally involved is from a hideous betrayal, or a clue that they missed that finally clicks to show they have been on the wrong path.</p><p></p><p>P.S. Strangely the lighting of a room so important for a horror game, I have played in a few that were genuinely scary even with a GM who is not great, and I put it down to the fact that with the lights down low, you know it is not a normal game and it sets a different feel. Sort of a subconscious reminder that this is not a hack and slash.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6616042, member: 98008"] I don't know about thrills, but I have certainly had my players fly into rage at a betrayal, made all the better by the fact that there were so many clues in hindsight indicating it was coming. The most perfect of which was the PC spared/saved a little girl after breaking into her fathers castle and slaughtering her whole family (they were very bad). They did not want to leave the sweet little girl there all alone, so they took her in and ended up adopting her. She was understandably a bit creepy, but seemed normal enough. The PC had a pregnant girlfriend who he ended up marrying just after she had the baby. On their wedding night the little girl opened a portal to a hellish dimension to suck the wife and child in (they got saved, I'm not a complete monster), so that he would know what it was like to lose his whole family. She had waited around until he had people he loved to strike. The little girl was clearly much older than she looked, they knew the 'father' was a creepy golem/doll maker, they knew they had killed all her family, they knew she knew more about magic than she let on, they knew she like to hurt little animals when she thought nobody was watching. She was also so excited about the wedding and being a flower girl it was rather out of keeping with her persona. The fact that they had so much warning left them tearing their hair out. Come to think of it, most times my players get emotionally involved is from a hideous betrayal, or a clue that they missed that finally clicks to show they have been on the wrong path. P.S. Strangely the lighting of a room so important for a horror game, I have played in a few that were genuinely scary even with a GM who is not great, and I put it down to the fact that with the lights down low, you know it is not a normal game and it sets a different feel. Sort of a subconscious reminder that this is not a hack and slash. [/QUOTE]
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